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Messages - MrSaucy

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46
Strategy and Tactics / Re: How do YOU stop the early rush?
« on: June 19, 2014, 05:58:29 PM »

Teleport Trap is a pretty damn effective way to repel an aggro.
I agree. Teleport Trap has saved my life many times playing as wizard. It doesn't do much against swarms but against large threats it can work very well.

When it comes to defending aggro I usually choose one of the following: delay tactics (walls, traps, force push, teleport, teleport trap, tanglevine, etc); creatures that make excellent guards; protective enchantments & equipment; or aggression (fight fire with fire). The one I choose depends on what mages are in play.

47
Spells / Re: Paralysis spell?
« on: June 19, 2014, 05:50:46 PM »
But I'm talking about curses. There aren't any current curses that restrict movement. It would be nice if the dark mages could have a way to restrict movement that would cost less spellpoints.

48
Spellbook Design and Construction / Re: Necromancer - Zombie Swarm
« on: June 18, 2014, 01:30:04 PM »
Interesting. I've found Venomous Zombies ridiculously good against Living creatures, so I've been focusing on them. I'm also playing with Libro Mortuos instead of Graveyard.

And...Why do you have a Veteran's Belt when you only have one card that give you Armor?

I like to run fire attacks and/or Force Hammer so that I can kill annoying targets like Suppression Orb. How do you deal with conjurations that hurt creature swarms? Just power up Shaggoth?

Yes Venomous Zombies are very helpful, but I chose to have 4 Zombie Minions because they are more useful against non-living creatures.

Libro and Graveyard are both really great in my opinion, but there are a few reasons why I prefer Graveyard: 1) Libro can be dissolved, Graveyard can't; 2) Graveyard is burnproof and immune to lightning; 3) Graveyard generates mana more rapidly, especially since you can trigger it with the destruction of both your creatures and your opponent's creatures. The drawback is that you don't always get to summon zombies right in your mage's zone but for me it is worth the tradeoff. I have found that it is difficult to get back in matches if Libro is dissolved.

I don't have Veteran's Belt, it is Colossus Belt.  ;)

To be honest I don't always "swarm" with this build. I do whatever seems best at the time. My fallback is to rely on a few beefy creatures and my eternal servant ability. It isn't perfect but what are you going to do? But if I am swarming and I see Mordok's Obelisk I always try to take it out, possibly by using Zombie Frenzy. I was considering swapping out two invisible fist for one force hammer but I tend to prefer invisible fist for dispatching incorporeal threats (something the dark mages have a hard time dealing with.) I end up using Shaggoth and the Zombie Brutes as guards more than anything else (they aren't pests) but they make excellent threats too.

49
Spells / Paralysis spell?
« on: June 17, 2014, 05:44:17 PM »
I was looking through curses the other day and it struck me that there aren't any curses that prevent a creature from moving. Sure, there is enfeeble to slow down a creature, but why not have a curse that restrains creatures the same way tanglevine or force hold do? And you could call it "paralysis"? The spell could have a timer on it (to prevent it from being OP) and would most likely have a cost proportional to the level of the target creature (just like how Sleep works).

50
Spells / Re: Teleport Errata (Friendly** Creature and Zone)
« on: June 17, 2014, 05:28:08 PM »
Am I the only one who wishes teleport didn't exist? I hate teleport. Whenever I use teleport or another player uses teleport it always feels cheap. I especially hate the whole "you-can-teleport-out-of-conjuration-traps" BS. In my opinion teleport should be nerfed or at least made more expensive (both mana-wise and spellpoint-wise). I was about to suggest that teleport should be restricted to arcane mages only but I think a lot of people would be afraid that this would make the wizard even more dominant than he already his.

51
Spellbook Design and Construction / Re: Necromancer - Zombie Swarm
« on: June 17, 2014, 01:01:25 PM »
After playing Necromancer pretty much non-stop the last week I have solidified my favorite necromancer spellbook.

2 Invisible Fist

1 Graveyard
2 Wall of Bones

6 Zombie Crawler
4 Zombie Minion
4 Venomous Zombie
1 Shaggoth-Zora
4 Unstable Zombie
4 Plague Zombie
2 Zombie Brute

2 Agony
3 Maim Wings
2 Marked for Death
2 Poisoned Blood
2 Ghoul Rot
1 Death Link
1 Harmonize
1 Nullify

1 Cloak of Shadows
1 Demonhide Armor
1 Leather Gloves
1 Death Ring
1 Libro Mortuos
1 Colossus Belt
1 Regrowth Belt
1 Leather Boots

2 Animate Dead
2 Zombie Frenzy
2 Seeking Dispel
4 Dispel
2 Force Push
2 Dissolve

52
Spellbook Design and Construction / Re: Seedling Pod Druid
« on: June 16, 2014, 11:38:27 AM »
lol I forgot I even put this build up.  ;D I'm switching to a more aggressive vine tree build that might not even use seedling pods.

there is nothing you can really do about a warlock matchup as druid. it is just one of those really unfair matchups.

53
Strategy and Tactics / Re: My thought on Seedling Pods
« on: June 16, 2014, 02:03:30 AM »
An underlying point to this might be the fact that its not a coincidence that med amulet was put in the set with the two mages both capable of more than 1 spawnpoint.  Samara is the druids second spawnpoint, not to be in competition with the first.

Yeah it isn't a coincidence at all. If anything the Necromancer and Druid are the only mages that can reap the benefits of meditation amulet. The only problem is that meditating prevents you from moving (this is a much bigger problem for the Necromancer if you are planning on sitting back with Cloak of Shadows)

54
Strategy and Tactics / Re: My thought on Seedling Pods
« on: June 16, 2014, 02:00:42 AM »
Well to each his own. I can see why people don't like Samara Tree. You guys have surely made a lot of great points. This is why I love this forum. But as far as seedling pods go I think they are a solid choice in any druid spellbook regardless of what tree you are using. After some consideration I think I will play Druid with vine tree but with some seedling pods anyways (at least 2, no more than 4).

(Also I have never actually used seedling pods to cast mana flowers. Definitely not. I realize that would be a terrible play. I was just listing things that you could cast.)

Now is Tataree completely useless when it comes to vine tree builds? Because to be honest his only benefit seems to be pumping up seedling pods.

And one last thing: if we get future druid cards that only have the plant subtype and not the vine subtype would you then consider using the samara tree? Togorah doesn't have the vine subtype but he is so expensive that I'm not sure if it matters. I mean you could give a seedling pod channeling and boost it with tataree until it could cast Togorah? Just a thought.

55
Strategy and Tactics / Re: My thought on Seedling Pods
« on: June 15, 2014, 09:24:50 PM »
Mr. Saucy (and everyone else advocating for Samara Tree builds), just what advantage do you think Samara Tree has over Vine Tree?  I'm honestly curious, since the only reason I would use a Samara is if I wanted to shoot myself in the foot.

1) If you don't use a vine marker during a round it is doing nothing (other than allowing you to reach further with your spreading vines ability). But if you don't use a seedling pod during a round it continues to channel and becomes more powerful as the game goes on. I can give an example. There was a game where I had a seedling pod in a zone but later the action moved away from that zone. I thought the seedling pod was useless. But then that pod reached 6 mana and I realized I could spend just 1 mana from my supply to deploy Etherian Lifetree (I was playing against a Necromancer so this ended up being a good idea).

2) Seedling pods work well if you want to go heavier on conjurations than normal, especially cheap conjurations like bloodspine wall, tanglevine, mana flower, etc. If you aren't big on conjurations and want to focus on creatures, which a lot of players understandably choose, then stick with vine tree.

3) Seedling pods can lead to "big" turns. For example, say a pod deploys a bloodspine wall (0-1 mana from your supply) while an adjacent pod spawns a thornlasher (0-4 mana from your supply) and then you use your QC to cast rouse the beast on the thornlasher. And after all of this action you still have your main action marker to perhaps meditate with meditation amulet, move into a better zone, summon a creature, stuff like that. Vine Tree doesn't offer "big" turns. Instead it offers consistency and speed.

4) As the earlier example demonstrates, seedling pods are excellent at saving actions. And there is plenty of evidence that actions are just as important a resource as mana.

5) Seedling pods maximize your aggregate channeling (your tree channels, your pods channel, and you channel).

6) This is the weakest argument but I think samara treed and seedling pods are "more fun" than vine tree, especially if you don't have to win to enjoy the game. Samara Tree and the pods really embrace the druid's themes, and if you are anything like me you enjoy playing thematically... maybe even when you realize it may not necessarily be optimal.

56
General Discussion / Re: Ok been playing six months now, my thoughts.
« on: June 15, 2014, 09:05:14 PM »

3. I hate Force Masters. Just saying. They're an awesome mage, well balanced and not at all over powered, but I friggin hate em. Mostly cause I lose to them a lot. Stop putting my bears to sleep! I cast them to eat your face not hibernate! I couldn't actually think of anything else I don't like about the game so I figured a petty personal gripe would suffice ;D


I totally agree with your opinion on the Forcemaster. She is balanced and powerful but she is the only mage I can't stand. I hate playing as her and I hate playing against her. I'm hoping the next Forcemaster will be radically different from the first.

57
Mages / Re: Paladin and Siren speculation
« on: June 13, 2014, 09:54:24 PM »
I want both the Paladin and Siren to be centered around creatures. I would like to see more soldiers with anti-dark themes and I think having a lot of sea creatures to choose from could be sweet. I'm gonna lock in my guess and say that Siren will be trained in water and psychic spells. That would make the most sense to me. Maybe she would have a built-in psychic spell as a special ability?


58
Mages / Re: Alternate Necromancer
« on: June 13, 2014, 09:49:25 PM »
I just hope the next Necromancer gets more undead creatures that aren't zombies or skeletons. I'm all for some more ghouls, mummies, and undead insects. An egyptian theme would be pretty cool. (Makes me think of the Vengeful Pharaoh from magic the gathering)

59
Strategy and Tactics / Re: My thought on Seedling Pods
« on: June 13, 2014, 06:40:58 PM »
You clearly haven't played enough games with Seedling Pod Druids that know what they are doing then.

1) Druid has some of the best zone control in the game so she is excellent at forces her opponent to go where she wants. Try avoiding zones with Seedling Pods when a druid has them spreading all over the arena,
2) It doesn't take long at all for the pods to get going. With tataree pumping up the pods they reach 3 mana in no time. If a plant is in a bad zone you can use thornlashers to direct enemy creatures where you want them to go.

I don't like this mindset that Vine Tree > Samara Tree. Both builds are equally viable. They just require different play styles and spellbook designs to be effective.

to 1) I dont care about seedling pods, if a druid uses them. I just kill attack the druid. The game is usually over before these pods can do anything, thats really threatens my forces. On top of that, my forces can easily kill any seedling pod while advancing to the enemy mage.

to 2) Tataree ... the butterfly that dies 1 round after summoned with an unavoidable attack? You mean that thing? *g*
The thornlashertrick is more effective then used with Vinetree, because you can spawn them where _you_ want and not where your seedling pods have been planted 3 rounds ago...

I would like to play against your Druid sometimes. Octgn is what you need :)

Really? The game is over before the pods get to do anything? How short are your games? 8 rounds? Also, time you spend targeting tataree and seedling pods is less time you are taking to develop in the beginning. Sure, tataree dies with an unavoidable attack, but who really wants to waste an entire attack to kill a cheap little butterfly? Also, do you really want to be wasting time attacking pods? Don't you think that will slow you down even just a little? If you do that you are doing what the druid wants you to do... ignore your own ideas and try to deal with the opposition. Sure, you can spawn Thornlashers wherever you want with vine tree. Same with samara tree. With a samara tree in the center it can deploy a seedling pod to five different zones. This can help if you don't have vine markers to extend to those zones. Keep in mind the druid has excellent conjurations in addition to excellent creatures. Think of it this way. You typically use your vine markers with summoning creatures and then your seedling pods can cast cheap, annoying conjurations like tanglevine, stranglevine, bloodspine walls, nightshade lotus, and corrosive orchid. In the end your seedling pods act sorta like vine markers anyway. They take a little longer to payoff but combining them with vine markers expands your versatility and options. You can cover more ground. The sacrifice is that you can't cover ground as quickly as you can with vine tree.

(Also I edited my first response because the first thing I said was a dick move. I didn't mean to be a dick, I just get really passionate about this sorta stuff.)

60
Strategy and Tactics / Re: My thought on Seedling Pods
« on: June 13, 2014, 06:35:42 PM »
Huh both the Druids I play against are Vine Tree builds. I'm sorta tempted to try a Seedling Pod build now. Tataree now that I actually look at the card seems very useful over all.

I have tried both trees and they weren't lying when they said each tree comes with its own unique style of play. Certain cards, like Tataree, are weak with a vine tree but very strong with samara tree.

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